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Re: [0.11.x][v0.1.7] Bob's Assembly Machines

Posted: Wed Nov 12, 2014 8:14 am
by Degraine
What would the third offer?

Re: [0.11.x][v0.1.7] Bob's Assembly Machines

Posted: Wed Nov 12, 2014 9:24 am
by bobingabout
Bigger machines basically offer more access to inserters for moving items in/out.

If you've tried automating things using my assembly machine 6 for example, you might notice that your inserters spend 10, 20 seconds inserting the ingredients for the factory to just go Zip, done, basically sitting waiting 90% of the time for items to either go in, or come out.
If you're using a single requester chest, and single output, solder can be a good example of this. Insert tin, insert more tin, insert lead, insert some resin, zip, remove solder, remove solder, remove solder + insert tin, insert lead, zip. To keep the production flowing smoothly, you'll want 2 tin inputs, 1 lead input, 1 resin input, and 3 solder outputs. This is doable with a standard 3x3 as long as you make use of at least 3 sides, but a bigger factory means more inserter access points, so would not only make this easier, but allow similar with more complex recipes.

And thats with chests, Belts make it even harder because you can only have 1 item on the inserter at a time, so you'd need 7 tin, 4 lead and 2 resin inserters, with 12 output inserters, obviously this isn't possible, even with a 4x4, but part of that could be releaved if you use chests as a buffer between the belt and the factory.

The idea is basically to keep things flowing as fast as possible.

Re: [0.11.x][v0.1.7] Bob's Assembly Machines

Posted: Wed Nov 12, 2014 10:21 am
by Degraine
Fair enough!

Re: [0.11.x][v0.1.7] Bob's Assembly Machines

Posted: Thu Nov 13, 2014 6:52 am
by cpy
With dytech extra fast inserters, this thing would be insanely fast! :)

Re: [0.11.x][v0.1.7] Bob's Assembly Machines

Posted: Thu Nov 13, 2014 8:52 am
by bobingabout
Bob's Logistics will add faster inserters too.

Also, just because I explained why 4x4 is a good idea, doesn't mean it is my favored option, you shouldn't vote for it just because I've explained it x3


Burner Assembling Machine has it's use too, mostly for early game when you have no electricity wired up. You can make iron gears, copper wire, and electric circuits automated for example, and possibly red science too, just to get you going, though the lab does require power.

As for 2x2, compact building, especially when you're trying to do the whole logistic drone fed 2 boxes, 2 inserters thing, you can save a lot of space. I have endless fields of back to back assembly machines, with 2 boxes connected up, imagine the space I could save! Though lining up pipes could make it a little difficult if you're dealing with a recipe that requires fluids, or gives fluids.

Should a 2x2 even have fluid pipes?

Re: [0.11.x][v0.1.7] Bob's Assembly Machines

Posted: Thu Nov 13, 2014 10:07 am
by Boogieman14
Couldn't hurt to have them have fluid pipes. I'd rather have the option to use 2x2 and switch to 3x3 (or even 4x4) if I run into trouble getting stuff there.

Re: [0.11.x][v0.1.8] Bob's Assembly Machines

Posted: Sun Dec 21, 2014 6:45 pm
by bobingabout
v0.1.8 update:
* Changed some of the recipes slightly.
* MK4 requires Brass Gear wheels and Steel bearings
* MK6 requires Tungsten Carbide instead of Invar

These changes were made as a result of the discussion of a guide, trying to make use of unused materials, and actually defining what tier materials are.
Brass Gear and Tungsten carbide were underused if used at all, and Invar is a tier more suited to the MK4 than the MK6.

I havn't forgotten about the new additions, they'll be in version 0.2.0, but that's a low priority next to other things I've promiced, like the warfare mod, and other updates.

Re: [0.11.x][v0.1.8] Bob's Assembly Machines

Posted: Sun Dec 21, 2014 8:21 pm
by cpy
bobingabout wrote:v0.1.8 update:
* Changed some of the recipes slightly.
* MK4 requires Brass Gear wheels and Steel bearings
* MK6 requires Tungsten Carbide instead of Invar

These changes were made as a result of the discussion of a guide, trying to make use of unused materials, and actually defining what tier materials are.
Brass Gear and Tungsten carbide were underused if used at all, and Invar is a tier more suited to the MK4 than the MK6.

I havn't forgotten about the new additions, they'll be in version 0.2.0, but that's a low priority next to other things I've promiced, like the warfare mod, and other updates.
I was hoping you'd use that tungsten carbide. :)

Re: [0.11.x][v0.1.8] Bob's Assembly Machines

Posted: Sun Dec 21, 2014 8:40 pm
by bobingabout
cpy wrote:I was hoping you'd use that tungsten carbide. :)
I do have other planned uses for it, but I was also considering Copper-Tungsten alloy... After a while of debate, I settled on Tungsten Carbide.

Re: [0.11.x][v0.1.8] Bob's Assembly Machines

Posted: Mon Dec 22, 2014 7:00 am
by cpy
Will some items use Copper-Tungsten in future?

Re: [0.11.x][v0.1.8] Bob's Assembly Machines

Posted: Mon Dec 22, 2014 2:47 pm
by bobingabout
The Multi-purpose furnace MK2 that I just added to plates mod needs it. Does this answer your question?

Re: [0.11.x][v0.1.8] Bob's Assembly Machines

Posted: Fri Dec 26, 2014 8:07 am
by aklesey1
How you can call mod which will containes new pumpjacks, drills, furnances, chemical and mixing furnances?

Re: [0.11.x][v0.1.8] Bob's Assembly Machines

Posted: Sat Dec 27, 2014 12:11 am
by bobingabout
The furnaces are in MCI (Metals, Chemicals and Intermediates)

I havn't made pumpjacks or mining drills yet, but when I do it will either be in Ores mod, or a new mod named Bob Mining.

Re: [0.11.x][v0.1.8] Bob's Assembly Machines

Posted: Sat Dec 27, 2014 1:25 pm
by aklesey1
bobingabout wrote:The furnaces are in MCI (Metals, Chemicals and Intermediates)

I havn't made pumpjacks or mining drills yet, but when I do it will either be in Ores mod, or a new mod named Bob Mining.
:D Lol - may be you can call the mod with pumpjacks, drills and furnances "bob extracting and processing"?
I mean more powerful furnances with bigger melting speed and more slots for modules, the same applies to drills and pumpjacks

Re: [0.11.x][v0.1.8] Bob's Assembly Machines

Posted: Wed Jan 07, 2015 11:56 am
by aklesey1
Waiting for new mod with new furnances, pumpjacks and mining drills because i saw some troubles with launching dytech mods in version 0.11.10 https://forums.factorio.com/forum/vie ... 148#p62148, may be you can do this more accurately and reliably for version 0.10.11, sometimes i think that dytech is updated rarely

Re: [0.11.x][v0.1.8] Bob's Assembly Machines

Posted: Mon Apr 13, 2015 7:44 pm
by Lone_Player
Hello,

I have recently updated Factorio from 11.19 to 11.21, and now i have a strange Problem with all Factories.
i cant rotate them anymore. The input for Liquids is always @ the North Side, no matter how many time´s i hit the "R" key, before i place them. (all other objekt´s rotate without a prob.)
(The already placed Factories, that have there Liquid input on a different side, still receive there liquid & work.)

So i thinked perhaps, this Problem come´s from one of the mod´s, i have updated along with Factorio.
Removed Mod after Mod, untill only BoB´s Assembly Machines 0.1.8 remained. (still with the problem)

Then i thinked, hhmm perhaps it is because, the map (save) was created a long time ago, (sometime around 9.x)
So, i started a new Map, well when i have researched, the first Factory recipe, that required a liquid, well there was the Rotation Problem again.

Re: [0.11.x][v0.1.8] Bob's Assembly Machines

Posted: Mon Apr 13, 2015 10:44 pm
by bobingabout
Lone_Player wrote:I have recently updated Factorio from 11.19 to 11.21, and now i have a strange Problem with all Factories.
i cant rotate them anymore. The input for Liquids is always @ the North Side, no matter how many time´s i hit the "R" key, before i place them. (all other objekt´s rotate without a prob.)
(The already placed Factories, that have there Liquid input on a different side, still receive there liquid & work.)
I doubt it's an issue with my mod, if there's an issue it would be a base game issue with assembly machines, since mine are basically a clone of the existing one.

In any case, I tried out your error myself, both with a MK6, and a MK3 from the base game. Both of them were able to rotate for me without a problem. Though, keep in mind you have to stand relatively close to it, you can only rotate it when within the placable/minable range.

Re: [0.11.x][v0.1.8] Bob's Assembly Machines

Posted: Tue Apr 14, 2015 1:15 pm
by Lone_Player
Hello,

I found the Reason, well at least, i was able to fix it.
Complete Deinstall of Factorio & ReInstall it again, fixed it (for all saves & all mod´s).

Sorry to have bothered you.

Re: [0.11.x][v0.1.8] Bob's Assembly Machines

Posted: Tue Apr 14, 2015 5:31 pm
by bobingabout
Lone_Player wrote:Hello,

I found the Reason, well at least, i was able to fix it.
Complete Deinstall of Factorio & ReInstall it again, fixed it (for all saves & all mod´s).

Sorry to have bothered you.
No bother at all, and sorry to hear that you had to remove your saves to make it work properly.

Re: [0.11.x][v0.1.8] Bob's Assembly Machines

Posted: Sat Sep 05, 2015 3:20 pm
by Airat9000
bobingabout wrote:
Lone_Player wrote:Hello,

I found the Reason, well at least, i was able to fix it.
Complete Deinstall of Factorio & ReInstall it again, fixed it (for all saves & all mod´s).

Sorry to have bothered you.
No bother at all, and sorry to hear that you had to remove your saves to make it work properly.
:( bug!